roll back to using SDL_Delay/SDL_GetTicks
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7b8a7e4047
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@ -52,8 +52,8 @@ static void (*kb_all_keys_up)(void) = NULL;
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// whether to use timer for frame control
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static bool use_timer = true;
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static Uint64 qpc_freq = 1;
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static Uint64 frame_time = 1;
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// time between consequtive game frames
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static const Uint32 frame_time = 1000 / FRAMERATE;
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const SDL_Scancode windows_scancode_table[] = {
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/* 0 1 2 3 4 5 6 7 */
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@ -148,8 +148,8 @@ static inline void gfx_sdl_set_vsync(int mode) {
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use_timer = false;
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return;
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} else {
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printf("could not determine swap interval, falling back to timer sync\n");
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mode = 0;
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printf("could not determine swap interval, falling back to one vblank + timer sync\n");
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mode = 1;
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}
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}
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@ -224,9 +224,6 @@ static void gfx_sdl_init(const char *window_title) {
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gfx_sdl_set_fullscreen();
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qpc_freq = SDL_GetPerformanceFrequency();
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frame_time = qpc_freq / FRAMERATE;
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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inverted_scancode_table[windows_scancode_table[i]] = i;
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}
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@ -242,13 +239,11 @@ static void gfx_sdl_init(const char *window_title) {
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}
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static void gfx_sdl_main_loop(void (*run_one_game_iter)(void)) {
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Uint64 t = SDL_GetPerformanceCounter();
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Uint32 t = SDL_GetTicks();
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run_one_game_iter();
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t = SDL_GetPerformanceCounter() - t;
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if (t < frame_time && use_timer) {
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const Uint64 us = (frame_time - t) * 1000000 / qpc_freq;
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usleep(us);
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}
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t = SDL_GetTicks() - t;
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if (t < frame_time && use_timer)
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SDL_Delay(frame_time - t);
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}
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static void gfx_sdl_get_dimensions(uint32_t *width, uint32_t *height) {
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